I was working on a project brief, but I stopped because other people pointed me to define the nuts/bolts and overhead first. If there is template it would be great. The "template" I was taught with was a general IT system implementation brief for the client.

I'm am glad to see so many helpful people! Once again, thank you for the kindness.

One thing I want to express after watching that PBS special on Video Games is I don't want to make a FPS, or a gore-fest. There is already enough mindless killing in the world...

As with the 3rd person view... well, again, it doesn't matter what you use just so long as you use it and do it well. Making your own engine is a very big endeavor to handle. For what you've described about your project, making a new engine would be reinventing the wheel. Everything you've described can be done in the two engines. For now, I wouldn't meddle with the overhead of making a custom engine. Instead, I'd start implementing the basic elements of your game into an existing one and see how things go from there. You may find that your OOP models don't work as well as you had thought- perhaps you'll chance your mind on things you wanted to add.

Go look at the feature list of the two engines. Remember that the features aren't final. If they don't do some of the things you want, then add them. Both engines are open source.

I know about reinventing the wheel... I would rather use a rendering engine that I don't have to build from scratch. I want to start experimenting.

Have I ever written a game before? Gee, I really don't know how to answer that question. I have written some Tabletop RPGs using minitures using several different genres.

Using Dromed under the Thief2 engine, I've built about 13 missions. I've had to write schemas for the voice index and did most of the recordings as well. I've gotten some friends to generate some new models for me which I implemented into the game's object hierarchy. Not to mention those 7 AVIs... Since I've started my research, I haven't worked on it much, and I'm going to miss my Oct 31 release date for the next pack of missions (1-10). The T2 stuff is only a hobby since I can't make a dime off it. All my custom AIs and voices are mine, which I can leech from it.

After seeing what WURMONLINE could do, I know the time is now to start on my project.

The plan is having it a 3rd person view with a webstart. Which would be the best for this? Most elements of the game can be altered. The land, the tools (supplies), the player characters, the NPCs, the Vehicles, and the bases are open to alteration and is completely on point based system where the character "buys" stat increases and other character elements.

As for making my own engine, I don't see any other choice. Since I've been wanting to make my "tabletop" work into a MMORPG for about 13 years, I know its time. Trust me, my ambishion will not let me lose focus on the game itself.

Like I said, I have the OOP models defined (for the most part), and most of them will extend the same class. Designing the GUIs may be a bit troublesome.

I'm not the BEST JAVA programmer, but I can't go around and bludgeon people to work on my project, so I guess I'll have to do it all myself. Oh, BTW: Gravity will be ignored. There is no need to include it...

I know Java and I want to start coding my (OOP) object models which I want to render in 3d. This is for a game I've been developing for a number of years. Mind you scope creeps has gotten the best of me, but I think its time for me get a prototype started, instead of working on the data and logic. I'm using a XP system...

I want to know where do I start? I have most of data and business rules written out. I want to use JAVA as the language; can anyone offer any suggestions or leads?

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